Pay close attention to the silhouette and try to make it as strong as possible. Use the Transpose Master with the help of the mask and make adjustments with the Move brush. Try to find a strong and attractive silhouette (at this stage I have already blocked the hair, to help me in the dynamics of the pose).Īfter being satisfied with the body of the character, I start to make the clothes and accessories. To model the clothes, I make a mask and create a Polygroup with the shortcut Ctrl+W, and then I use the Zremesher to leave the mesh cleaner and good to work with. I make the accessories in the same way, and I use the Zmodeler brush to give thickness and make secondary details in the pieces. For hard surface parts, I like to use creasePG, it helps me to leave the edges harder without having to add more edges to the model. The hair is a very important part because it changes the silhouette of the character. In my workflow I use the CurveTubeSnap brush to make the base wicks, which are bigger, and then I make the wicks smaller. I always work with Polygroups so it makes it easier each time to position each part of the hair using the MoveTopological brush. And finally to detail I use an excellent brush created by the master Rafa Souza, the MuscleFibers that gives me an excellent cut to make each hair strand.
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